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8/9/2019 Fanatic 05 - Orc Playbook
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Since that time Blood Bowl has been played by thousands of
coaches worldwide and the rules themselves have been
developed further, following feedback from enthusiasts
everywhere, culminating in the current living rulebook. With
the rules changes and modifications that have been made itseemed appropriate to revisit my previous ruminations.
I hope the following article goes some way to helping budding
new Orc coaches (and a few seasoned ones) take their ‘Green
Dream Teams’ onto the hallowed turf and well-deserved
victory. (Of course they deserve to win, “touched by Nuffle
himself, they is; green as da turf itself!”).
No matter what team you use when playing Blood Bowl you
quickly notice that each team has its own strengths and
weaknesses. Elves are agile but lightly armoured, Dwarfs are
slow but good at blocking and Orcs? …well, they pack a punch
in a fight, but that’s not all!
Back in 1993/94 I was involved in the playtesting and
development of the third edition of Blood Bowl and during
that period I played with a fairly successful Orc team getting to
the semi and/or final stages of all of the major tournaments in
the Studio league. I also wrote a tactics article that was
featured in White Dwarf magazine and looked at general Orc
tactics, including a few optional plays for Orc coaches to try
out.
60
Or “Duffing ’em up good an’ propa!”By Carl Brown
Orc Playbook
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TEAM SELECTION & PLAY STYLE
If you’re going to be playing in a league you should
consider how you want your team to develop. The Orcs
have one of the most versatile rosters in the game with
access to hard-hitting Blockers and Blitzers, nimble
Goblins and a huge selection of Star Players (for
Freebooting purposes).
The options available on the Orc roster mean that you can
take your team one of two ways: Da Fighty team or Da
Cunnin’ team.
GAME FORMATS
There are three distinct formats for playing Blood Bowl.
The first is one-off games ‘out of the box’ style; this sort of
play generally uses whatever models are in the boxed
game and is played by casual gamers every now and again.
If this describes you then this article may well be useful,
but to gain maximum benefit you should really play in a
league, even if it’s just you and a mate running two teams
each (there’s so much fun that you miss by not running a
team over a series of games).
The second is league play which the majority of this article
is about.
The third is tournament play. With the growing popularity
of Blood Bowl more and more tournaments are springing
up every year and the style of play during these events
often differs slightly from those used in an ongoing
league. I’ll touch on this at the end of the article.
61
Did you know...
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DA FIGHTY TEAM
The most common Orc team is the grinding, running play,
‘fighty’ team. As I mentioned in the introduction, Orcs pack
a punch in a fight and with four each of Black Orcs (ST4) andBlitzers (Block) available, combined with a high Armour
Value (AV), you can quickly put together a formidable front
line. Throw in a Troll and you’re really going to be dealing
out some pain to your opposition. In the early stages of a
league, ‘fighty’ Orc teams can be hugely successful. Their
high AV protects them through even the fiercest line of
scrimmage battles and the Blitzers can quickly start to rack
up Star Player Points (SPPs) through Touchdowns (TDs) and
casualties.
If you like this kind of team then getting all of your Black
Orcs on the roster as early as possible is a must, as they are
going to have a slow progression with SPPs – gaining them
mostly from casualties.
A good starting team selection for a ‘fighty team’ is: 3 Black
Orcs, 3 Blitzers, 2 Throwers, 4 Linemen, 2 Re-rolls, 6 Fan
Factor. This line-up gives you a good solid front line with
which to batter your opposition, two good ball carriers
(Throwers with Sure Hands skill) and a Fan Factor high
enough to ensure you earn reasonable money to buy new
players and Re-rolls with. Adding a Troll as early as possible
helps to toughen up an already hard front line.
One downside to playing with a team solely devoted to
battering the opposition to a bloody pulp is that your tactics
can be a little one dimensional. On offence, you gather the
ball, put it in a protective pocket (or cage) of players and
slowly pummel your way to a 7 or 8 down Touchdown. (See
Stalling or Clock Management). On defence, you should try
and work a Blitzer or two into position to sack the opposite
ball carrier. If your opponent is a throwing team then it’s also
wise to keep a Blitzer in your backfield to use as ‘cover’ for
taking out any receivers that break into your backfield.
Unfortunately for you as the league progresses the other
teams will also gain skills and extra players. You can soon
find yourself facing an Elf or Skaven team which quickly
dodges from your players leaving you with a single Blitz
action each turn to cause damage with – not an ideal
situation for a ‘fighty’ team. A good way to counter this
eventuality is to have an ample sprinkling of Tackle skill
(more on skills later).
STALLING, OR CLOCK MANAGEMENT
A subject that often causes heated discussion in the Blood Bowl community is the slow grinding 7-8 down drive. The
objective is to score a TD while leaving your opposition no time to respond before the end of the half. The part that
can cause arguments is if a team gets to the End Zone early and stops or stalls with the ball, forms a defensive shield
around the ball carrier and then proceeds to run the clock down, scoring on the final down.
Whether this is an issue for you or not depends on your gaming group. Personally I don’t have a problem with it and
the players that I play with all see it as an acceptable tactic.
Our view is that it’s one of many tactics – deal with it! Even throwing play specialists do the same thing – just with a
slight variation. Instead of carrying the ball to within one or two squares of the End Zone and stopping they simply
hold the ball way back from trouble for several turns in the hands of their Thrower. He stands deep in his own half
until a clean ‘Touchdown pass’ presents itself then moves up to release the ball and the team scores a TD, leaving
slower teams little or no time to respond. The stalling tactic has both benefits and risks for whoever tries it.
The key thing for Orcs is that slow, grinding plays give ample opportunity to smash the opposite team up so that they
can’t put up much of a fight in the second half. The risk is that if you make a mistake during your slow advance and
your opponent grabs the ball you may find yourself in the position where you can’t respond quick enough – so you’d
better learn to do it right!
But hey! This article is for Orc coaches so who cares what the opposition thinks? Use the slow drive if you really want
to dish out some pain.
“Smash ’em up, and Zog ’em if dey don’t like it!”
Did you know...
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DA CUNNIN’ TEAM
The second style of Orc team (and my personal favourite) is
da cunnin’ team.
The benefit of the Orc roster is the high number of 0-4
entries. Not only can you have loads of tough guys you can
also have up to four Goblins. On the face of it the average
Goblin isn’t much to look at, but with the inclusion of a Troll
they suddenly become a ‘special play’. The second style of
Orc team follows a slightly different path from the ‘fighty’
team. Sure, you need to utilise the power and strength of the
Black Orcs and Blitzers but, by including Goblins with a Troll
(just remember to put someone next to him before he does
anything) you open up a whole new avenue of tactical
options – ‘Dat’s cunnin’ dat is!’
You can be very flexible with your tactics when playing with
this type of team; it has muscle but isn’t as tightly focussed as
a ‘fighty’ team. In general it is quicker (the Goblins combined
with the Blitzers) and much more difficult for your opponent
to predict – you have more play options.
A good starting line-up would be: 2 Black Orcs, 2 Blitzers, 1
Troll, 4 Linemen, 1 Thrower, 3 Goblins, 2 Re-rolls, 7 Fan
Factor. This gives you a good foundation on which to build a
flexible team able to ‘fight it out’ or utilise the ‘pass option’
as the need arises.
You may find that this team is slow to get going and it’s not
always as effective in the early stages of a league as the ‘fighty’
team, but stick with it. Once you have a few skills scattered
throughout the team you’ll have excellent play options to
keep your team competitive through even the longest of
seasons.
GENERAL GAME PLAY
Versus Low AV, High AG
So how do you actually use Orcs on the field of play then?
Well, when facing the fast, low AV, high AG teams, such as
Elves & Skaven, you’ve got to face facts – they’re going to
score.
Now before you throw this article down in disgust and start
yelling “this guy obviously doesn’t do defence” (expletives
removed) let me run the last bit of that sentence by you again
with a few extra details.
“ …you’ve got to face facts – they’re going to score... once...
maybe.”
When you’re playing with an Orc team and you come up
against a team which is quicker, more agile and, well,
basically better at playing with the ball than you, you have to
be prepared for them to score.
With that in mind you can prepare a game plan that won’t fall
apart (have you stressing out) if the opposition grab a quick
TD in the early stages of the game. When you’re on offence,
Wood Elf coaches will have Wardancers leaping over your
lines and heading for the ball either before you’ve picked it
up or just as you get it. Skaven players will have a pack of
Gutter Runners swarming after the ball through any tiny gap
KEY PLAYER FOCUS: GOBLINS?
Despite their diminutive stature Goblins really are great little players when included in an Orc team.
Goblins can be ‘groomed’ (though you’ll need to wear gloves) to become your catchers. Seeing as they already start
with Dodge and Stunty you’ve got a nimble little critter that just needs Catch to make your opponent pay more
attention to him sneaking down the sidelines.
On defence if you have several Goblins on your team you can send them through the opponent’s lines to ‘team up’
and hunt down the ball carrier. Alternatively you can use their useful Dodge skill to get them into position to add that
all important assist or nip in and deliver a nasty foul action on opponent’s key players after the Black Orcs have
knocked them down.
A particularly sneaky ploy when facing an opposing cage (usually against Dwarfs, Chaos or Undead) is to throw the
Goblin into the cage. Target an empty square next to the ball carrier, your Troll will most likely miss the throw so the
Goblin will scatter into a different square, potentially hitting an opposing player. This has a good chance of opening
up the cage for your Blitzers to exploit and sack the ball carrier. The Goblin may well get injured in this play, but hey!
Who cares? There are plenty more where he came from.
Goblins can also be used as a great diversion to pull opposition players away from defending against your running play
– threatening the Pass action as they dodge their way into range of the End Zone.
And obviously there’s the straight 1 down TD, Throw Team-mate play – you know what that is so I’ll not go into it in
detail (okay it’s risky, but it can work sometimes).
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This line-up gives you two players in position to reach both
corners of the field to collect the ball if necessary. Whichever
direction the ball ends up going in you can use the player not
going for the ball to protect the player that does. The rest of the team is set up to be able to react to a fast strike on your
ball carrier while maintaining a formation that can quickly
form a protective pocket (cage) around the ball and drive
downfield in a running play.
If you’re really struggling by Turn 2 and the agile players are
all over your ball carrier I’d suggest taking a deep breath and
then giving them a good kicking. Don’t worry too much
about clearing the ball out of the Danger Zone – they’re
quick and agile remember! They’ll bring the ball right back in
no time if you throw it upfield and fail a catch. Worse still, if
you fumble and have the ball at your feet they’ll stand a good
chance of picking it up even in tackle zones. So, bearing in
mind that they may score on down 2 or 3, try to take out the
danger men that are causing you so much trouble now – they
might score but it’ll cost them 2-3 players to do it.
Worse case scenario. For the sake of argument let’s say they
turned you over and scored on down 3. Give a sarcastic “Boo
Hoo… what do I do now?”, and then smile menacingly – it’s
that’s appeared in your front line. More importantly, most
coaches will probably have a player with Kick so will be
putting the ball deep in your backfield, usually in the corner.
Which means you’re going to have to move it a long way toscore – and that means protecting the ball carrier for a long
time.
When you’re on offence the first few turns of the first half are
critical against agile teams (Wood Elves & Skaven in
particular). Your main aim is to take out their key players
(Wardancers/Gutter Runners) as quickly as possible. Oh…
and stop them from getting the ball off you – yep there’s a
ball… must remember that.
The initial couple of turns after the kick-off when you first
grab the ball is when the agile teams have their best chance
to score against you. Now you may think that by playing deep
with as many players as possible you reduce the chances of
having the opposition steal the ball. It doesn’t quite work
that way as the more players you pull back the weaker your
front line and the harder it will be to push forward once you
have the ball.
Take a look at the sample formation: ‘Da Grappla’:
BO BO
L L BL
BL BL
T T
L
BO
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all going to plan (you did take out those Wardancers/Gutter
Runners/‘danger men’ right?).
Now when you receive the next kick the agile player may try the same trick again, but with several key players missing it
should be easy for you to brush them aside and grind
downfield to equalise at the end of the half.
If by some chance your agile opponent doesn’t play the ‘sack
the ball carrier quick tactic’, all the better. Gather the ball into
a protective cage and slowly batter your way through his
team. Even if he rolls back from your line (only giving you a
blitz each turn) make each blitz hurt, target his specialist
players. The low AV of agile teams means that with a
concentrated effort in the first half you can leave your
opponent with not much more than linemen in the second
half.
On defence against agile teams use either a Blitzer or some
Goblins to put pressure on their thrower deep in his own
backfield, but concentrate the majority of your effort on
clearing out the potential receivers he will try to rush
through your lines. If this is the second half then he should
struggle to work his players through – you’ve already
battered his best players (see above). If it’s the first half then
apply the tactics I’ve already mentioned and target the
‘danger men’. Don’t worry too much about conceding an
early TD.
Versus High AV, Low AG
Games against the High AV, low AG teams are going to be
tough. It’s going to be a toe-to-toe slugfest, make no mistake,
so how can you come out the winner?
PLAYBOOK HIGHLIGHT – DA CAGE
There are many ways to protect a ball carrier in apocket or cage but I’ve found the most versatile and
some would say most effective way is:
This maximises the
level of potential
assists you can give
the ball carrier
should your
opponent get into a
position to block
him (also if they
knock him over he’ll
fall into a square
covered by the
tackle zones of two of your players so the ball might
still be ‘safe’). More importantly, it only uses four
players to do so, leaving the rest of your team to fight
a route downfield to the opposite End Zone, create a
screen or ‘outer ring’ around ‘da cage’, or generally
get on with duffing up the other team.
Once again the basic rule of targeting their key players
applies. Most hard-hitting teams have a proportion of players
with AG2 (or less) this makes the AG3 players critical for
moving the ball (Dwarf teams only have a maximum of four players that have AG3 available!). So the number one priority
is to take out the opposite team’s potential ball carriers.
Obviously they’re going to be thinking the same about your
team so protect your Thrower(s), his Sure Hands skill could
make the difference in grabbing the ball out of a midfield
meatgrinder when your team starts to ‘dook it out’ with
theirs.
If you’re playing with a ‘fighty’ team on offence, the motto is
“do it to them before they do it to you”. Slap ’em down with
the Black Orcs (Mighty Blow and Piling On are useful skills
for these games). Try to channel your running play towards
the side of the field so that you can start to shove players into
the crowd – it’s easier to clear your opponent’s lines (no
need to roll to beat their Armour). If you’re playing with a
cunnin’ team then these are the games in which to utilise
your ‘Passing play’ option. Use your Goblins as receivers and
work them deep into your opponent’s half. While this is
going on use the rest of your team to push for a running TD.
This keeps the pressure on your opponent as he has to split
his defence against two potential scoring tactics. If the
chance arises for a short TD pass to a Goblin then take it!
On defence against running plays you need to try to reducethe amount of damage your opponent does to you while
maximising the effectiveness of your own attacks. To do this,
play a ‘roll back’ defence. This means you try to only give
your opponent a Blitz action with which to block your
players. You use your team to tie up the area in front of your
opponent’s team with tackle zones while working a Blitzer or
two into a position to pressure the ball carrier and hopefully
make an attempt at sacking him. If you’ve got a Goblin, send
him into a scoring position to annoyingly wait for a TD pass
if you pop the ball loose. This can cause you opponent to get
nervous and send a player to deal with him weakening his
advancing line. Sure you’ve both got one player out of the
main action, but your Goblin could be a game winner.
DEVELOPING YOUR TEAM –
SKILLS AND ADVANCEMENTS
Over the course of a league you’ll need to fill out your
roster (and replace the inevitable losses). Fighty teams
should grab a Troll, an extra Black Orc and another Blitzer
as their next purchases. Cunnin’ teams should go for
Blitzers before Black Orcs as they keep the overall MV of
your team higher, enabling more flexible play options. A
second Thrower would also be wise. Of course, the
addition of an Apothecary is a must whichever type of
team you’ve chosen.
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With regards skills here are a few suggestions:
Black Orcs: Mighty Blow, Block, Piling On, Guard.
I favour Mighty Blow over Piling On because with an MV of 4
I prefer my Black Orcs on their feet. However, if I have a full
roster I’ll have both scattered throughout my team.
Blitzers: Tackle, Strip Ball, Sure Hands, Mighty Blow.
I tend to develop a couple of Blitzers into defensive players
(Tackle/Mighty Blow) and a couple into offensive players
(Tackle/Sure Hands). Strip Ball is useful in the early stages of
a league when the number of players with Sure Hands is
quite low, but tends to be less effective as a league
progresses.
Throwers: Block, Accurate, Safe Throw, Hail Mary Pass.
Linemen: Tackle, Block, Dirty Player, Kick, Leader, Pass
Block.
I concentrate on keeping the proportion of Tackle and Block
in the team at a high level, but also use Linemen to
incorporate the useful, unusual skills into my team.
Goblins: Catch, Sidestep, Diving Catch, Sure Feet, Nerves of
Steel.
Troll: Block, Pro, Piling On, Break Tackle.
A quick word about rolling doubles – Stand Firm is a great
Trait and if you can get it on a couple of Blitzers or Black
Orcs then do it! These players can then be used to help
‘refuse’ the wide zones when you’re on defence (see the
box). Strong Arm for a Thrower can help cause all sorts of
problems to an opponent who thinks the Orc throwing
game is restricted to short passes. Jump Up is really usefulfor Goblins (especially if they’ve survived falling over after
a Throw Team-mate play).
PLAYBOOK HIGHLIGHT :
REFUSING WIDE ZONES
Refusing a wide zone is when you have a player or two
that can halt your opponent’s advance down one of
your flanks.
Agile teams use players with the Side Step skill to put
tackle zones into places you don’t want them, and this
can really mess with your attempts to punch a hole in
their line. Strength teams, like Orcs, use Stand Firm to
‘hold position’. If your opponent tries to push your
players out of the way to create gaps for receivers to
run through into your backfield, Stand Firm stops
your guys from being moved. This helps to refuse the
wide zone.
If you can do this on both flanks you can force your
opponent to play down the middle of the field, which
is just what your Orcs, particularly the Black Orcs,
want to happen…
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TOURNAMENT PLAY
A quick word about playing with Orcs in tournaments.
Tournament rules vary from event to event, but one thing
that seems to exist in the majority of them is some form
of skill selection. This is often restricted to one skill per
player so with this in mind I’d suggest the following:
Blitzers – Tackle, (one with Strip Ball if Star Players are
allowed), Black Orcs – Mighty Blow (keeps them on their
feet while helping to cause more damage).
After that it depends on what line-up you prefer –
Accurate and Catch for a Thrower/Goblin combo, Piling
On or Block for a Troll – whatever suits your play style and
the environment that you’ll be playing in.
SUMMING UP
Some people say that Orcs are one of the easiest teams to
play with, and at the beginning of a rookie league I’d
agree. But to do well in the long run you need to develop
a team that can keep up with the pace as agile teams
become TD machines and Strength teams become
casualty generators. Doing this with an Orc team is the
mark of a good coach. How you go about this depends on
the environment of your own league, but hopefully this
article will have given you some useful tips to keep you in
amongst ’em at the top, and help you have some fun along
the way.
Author
Further
Information
Website
Carl Brown was one of the
original play testers for the third
edition of Blood Bowl. He is also
the first and only coach of
(in)famous Orc team,
Da Deff Sqwad.
The Orc team is available from
all good GW stockists. The entire
Blood Bowl range is available from Games
Workshop Direct (see the How to Order section for
more details).
www.BloodBowl.com